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Commit
30771dec
authored
Aug 13, 2023
by
BellCodeEditor
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my_Tetris.py
my_Tetris.py
View file @
30771dec
import
pygame
import
pygame
from
pygame
import
locals
from
pygame
import
locals
import
random
import
random
pygame
.
init
()
# 初始化
pygame
.
init
()
# 初始化
score
=
0
score
=
0
grid_size
=
20
# 格子大小
grid_size
=
20
# 格子大小
grid_num_width
=
15
# 横向格子数量
grid_num_width
=
15
# 横向格子数量
grid_num_height
=
25
# 纵向格子数量
grid_num_height
=
25
# 纵向格子数量
FPS
=
30
FPS
=
30
# 帧率
count
=
0
states
=
False
# 创建窗口
# 创建窗口
screen
=
pygame
.
display
.
set_mode
((
460
,
500
))
screen
=
pygame
.
display
.
set_mode
((
460
,
500
))
...
@@ -17,89 +19,101 @@ clock = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
...
@@ -17,89 +19,101 @@ clock = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
background
=
pygame
.
image
.
load
(
'bg.png'
)
background
=
pygame
.
image
.
load
(
'bg.png'
)
font
=
pygame
.
font
.
Font
(
'STKAITI.TTF'
,
60
)
# 字体
font
=
pygame
.
font
.
Font
(
'STKAITI.TTF'
,
60
)
# 字体
O
=
[[(
0
,
0
),(
0
,
1
),(
1
,
0
),(
1
,
1
)]]
# 俄罗斯方块所有形状
O
=
[[(
0
,
0
),
(
0
,
1
),
(
1
,
0
),
(
1
,
1
)]]
I
=
[[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
0
,
2
)],
[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
2
,
0
)]]
Z
=
[[(
0
,
-
1
),
(
0
,
0
),
(
1
,
0
),
(
1
,
1
)],
[(
-
1
,
0
),
(
0
,
0
),
(
0
,
-
1
),
(
1
,
-
1
)]]
S
=
[[(
-
1
,
0
),
(
0
,
0
),
(
0
,
1
),
(
1
,
1
)],
[(
1
,
-
1
),
(
1
,
0
),
(
0
,
0
),
(
0
,
1
)]]
T
=
[[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
-
1
,
0
)],
[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
0
,
1
)],
[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
1
,
0
)],
[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
0
,
-
1
)]]
J
=
[[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
1
,
-
1
)],
[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
-
1
,
-
1
)],
[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
-
1
,
1
)],
[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
1
,
1
)]]
L
=
[[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
1
,
1
)],
[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
1
,
-
1
)],
[(
-
1
,
0
),
(
0
,
0
),
(
1
,
0
),
(
-
1
,
-
1
)],
[(
0
,
-
1
),
(
0
,
0
),
(
0
,
1
),
(
-
1
,
1
)]]
shape_list
=
[
I
,
J
,
L
,
O
,
S
,
T
,
Z
]
# 7种类型俄罗斯方块
I
=
[[(
0
,
-
1
),(
0
,
0
),(
0
,
1
),(
0
,
2
)],
# 一些RGB颜色
[(
-
1
,
0
),(
0
,
0
),(
1
,
0
),(
2
,
0
)]]
cube_colors
=
[
(
204
,
153
,
153
),
(
102
,
102
,
153
),(
153
,
0
,
102
),
(
255
,
204
,
0
),
(
204
,
0
,
51
),(
255
,
0
,
51
),
(
0
,
102
,
153
),
(
153
,
0
,
51
),
(
204
,
255
,
102
),
(
255
,
153
,
0
)]
Z
=
[[(
0
,
-
1
),(
0
,
0
),(
1
,
0
),(
1
,
1
)],
[(
-
1
,
0
),(
0
,
0
),(
0
,
-
1
),(
1
,
-
1
)]]
S
=
[[(
-
1
,
0
),(
0
,
0
),(
0
,
1
),(
1
,
1
)],
[(
1
,
-
1
),(
1
,
0
),(
0
,
0
),(
0
,
1
)]]
T
=
[[(
0
,
-
1
),(
0
,
0
),(
0
,
1
),(
-
1
,
0
)],
[(
-
1
,
0
),(
0
,
0
),(
1
,
0
),(
0
,
1
)],
[(
0
,
1
),(
0
,
0
),(
0
,
1
),(
1
,
0
)],
[(
-
1
,
0
),(
0
,
0
),(
1
,
0
),(
0
,
-
1
)]]
J
=
[[(
-
1
,
0
),(
0
,
0
),(
1
,
0
),(
1
,
0
)],
[(
0
,
-
1
),(
0
,
0
),(
0
,
1
),(
1
,
-
1
)],
[(
-
1
,
0
),(
0
,
0
),(
1
,
0
),(
-
1
,
-
1
)],
[(
0
,
-
1
),(
0
,
0
),(
0
,
1
),(
1
,
1
)]]
L
=
[[(
-
1
,
0
),(
0
,
0
),(
1
,
0
),(
1
,
1
)],
[(
0
,
-
1
),(
0
,
0
),(
0
,
1
),(
1
,
-
1
)],
[(
-
1
,
0
),(
0
,
0
),(
1
,
0
),(
-
1
,
-
1
)],
[(
0
,
-
1
),(
0
,
0
),(
0
,
1
),(
-
1
,
1
)]]
shape_list
=
[
I
,
O
,
Z
,
S
,
T
,
J
,
L
]
cube_colors
=
[
(
204
,
153
,
153
),(
102
,
102
,
153
),(
153
,
0
,
102
),
(
255
,
204
,
0
),(
204
,
0
,
51
),(
255
,
0
,
51
),(
0
,
102
,
153
),
(
152
,
0
,
51
),(
204
,
255
,
102
),(
255
,
153
,
0
)]
center
=
[
2
,
8
]
shape
=
random
.
choice
(
shape_list
)
index
=
random
.
randint
(
0
,
len
(
shape
)
-
1
)
# 中心点,2行8列
curr_shape
=
shape
[
index
]
# 当前形状
color
=
random
.
choice
(
cube_colors
)
def
check
(
center
):
def
check
(
center
):
for
event
in
curr
_shape
:
for
cube
in
current
_shape
:
cube
=
(
cube
[
0
]
+
center
[
0
],
cube
[
1
]
+
center
[
1
])
cube
=
(
cube
[
0
]
+
center
[
0
],
cube
[
1
]
+
center
[
1
])
# 当前的小方块超出网格的行、列,就返回False
if
cube
[
0
]
<
1
or
cube
[
1
]
<
0
or
cube
[
0
]
>
grid_num_height
\
if
cube
[
0
]
<
1
or
cube
[
1
]
<
1
or
cube
[
0
]
>
grid_num_height
\
or
cube
[
1
]
>
grid_num_width
:
or
cube
[
1
]
>
grid_num_width
:
return
False
return
False
while
True
:
while
True
:
for
event
in
pygame
.
event
.
get
():
for
event
in
pygame
.
event
.
get
():
if
event
.
type
==
locals
.
QUIT
:
if
event
.
type
==
locals
.
QUIT
:
exit
()
exit
()
if
event
.
type
==
locals
.
KEYDOWN
:
if
event
.
type
==
locals
.
KEYDOWN
:
if
event
.
key
==
locals
.
K_RIGHT
:
if
event
.
key
==
locals
.
K_LEFT
:
# 向左
center
[
1
]
=
center
[
1
]
+
1
center
[
1
]
=
center
[
1
]
-
1
# 左移1列
if
check
(
center
)
==
False
:
if
check
(
center
)
==
False
:
center
[
1
]
=
center
[
1
]
-
1
center
[
1
]
=
center
[
1
]
+
1
# 右移1列
elif
event
.
key
==
locals
.
K_LEFT
:
center
[
1
]
=
center
[
1
]
-
1
if
check
(
center
)
==
False
:
center
[
1
]
=
center
[
1
]
+
1
elif
event
.
key
==
locals
.
K_DOWN
:
elif
event
.
key
==
locals
.
K_RIGHT
:
# 向右
center
[
1
]
=
center
[
1
]
+
1
if
check
(
center
)
==
False
:
center
[
1
]
=
center
[
1
]
-
1
elif
event
.
key
==
locals
.
K_DOWN
:
# 向下
center
[
0
]
=
center
[
0
]
+
1
center
[
0
]
=
center
[
0
]
+
1
if
check
(
center
)
==
False
:
if
check
(
center
)
==
False
:
center
[
0
]
=
center
[
1
]
-
1
center
[
0
]
=
center
[
0
]
-
1
elif
event
.
key
==
locals
.
K_UP
:
# 向上键
old_index
=
index
index
+=
1
if
index
>=
len
(
shape
):
index
=
0
current_shape
=
shape
[
index
]
if
check
(
center
)
==
False
:
index
=
old_index
current_shape
=
shape
[
index
]
if
states
==
False
:
states
=
True
center
=
[
2
,
8
]
# 第2行第8列
shape
=
random
.
choice
(
shape_list
)
index
=
random
.
randint
(
0
,
len
(
shape
)
-
1
)
# 随机形状索引
current_shape
=
shape
[
index
]
color
=
random
.
choice
(
cube_colors
)
# 随机选取一种颜色
count
+=
1
if
count
%
FPS
==
0
:
# 降落速度的算式
center
[
0
]
=
center
[
0
]
+
1
if
check
(
center
)
==
False
:
center
[
0
]
=
center
[
0
]
-
1
states
=
False
# 将背景图画上去
# 将背景图画上去
screen
.
blit
(
background
,
(
0
,
0
))
screen
.
blit
(
background
,
(
0
,
0
))
# 计算出所有小方块的行、列位置
# 计算出所有小方块的行、列位置
curr_pos
=
[]
curr
ent
_pos
=
[]
for
cube
in
curr
_shape
:
# cube 立方体
for
cube
in
curr
ent_shape
:
pos
=
(
cube
[
0
]
+
center
[
0
],
cube
[
1
]
+
center
[
1
])
#用相对位置加上屏幕中心点所在的位置
pos
=
(
cube
[
0
]
+
center
[
0
],
cube
[
1
]
+
center
[
1
])
curr_pos
.
append
(
pos
)
curr
ent
_pos
.
append
(
pos
)
# 取出所有小方块的行、列位置,计算坐标,绘制俄罗斯方块
# 取出所有小方块的行、列位置,计算坐标,绘制俄罗斯方块
for
cube
in
curr_pos
:
for
cube
in
curr
ent
_pos
:
pygame
.
draw
.
rect
(
screen
,
color
,
pygame
.
draw
.
rect
(
screen
,
color
,
(
cube
[
1
]
*
20
-
20
,
cube
[
0
]
*
20
-
20
,
(
cube
[
1
]
*
20
-
20
,
cube
[
0
]
*
20
-
20
,
20
,
20
),
0
)
grid_size
,
grid_size
),
pygame
.
draw
.
rect
(
screen
,
(
255
,
255
,
255
),
0
)
(
cube
[
1
]
*
20
-
20
,
cube
[
0
]
*
20
-
20
,
20
,
20
),
1
)
pygame
.
draw
.
rect
(
screen
,
(
255
,
255
,
255
),
(
cube
[
1
]
*
20
-
20
,
cube
[
0
]
*
20
-
20
,
grid_size
,
grid_size
),
1
)
# 得分
# 得分
text_surface
=
font
.
render
(
str
(
score
),
True
,
(
0
,
0
,
0
))
text_surface
=
font
.
render
(
str
(
score
),
True
,
(
0
,
0
,
0
))
screen
.
blit
(
text_surface
,
(
350
,
70
))
screen
.
blit
(
text_surface
,
(
350
,
70
))
# 刷新画面
# 刷新画面
pygame
.
display
.
update
()
pygame
.
display
.
update
()
clock
.
tick
(
FPS
)
clock
.
tick
(
FPS
)
\ No newline at end of file
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